Watchers Conclave (5e Subclass)

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Watchers Conclave[edit]

Ranger Subclass

Those who are part of the Watchers Conclave have undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals in preparation for becoming an itinerant monster slayer. These Rangers seek to preserve the natural order, by offensive rather than defensive means. They do not protect a single grove or a forest. They follow on the trail of monstrosities, aberrations and other such creatures outside of the natural order world.

Watcher's Journal[edit]

When you choose this Conclave at 3rd Level, you gain access to your very own Watcher's Journal. Your Watcher's Journal is a unique compilation of your knowledge used to better hunt your targets. It might be a plain leather notebook, a loose collection of notes scrounged together. Your Watcher's Journal can be used as your spellcasting focus in addition to, being essential to using this subclass' features, so take very good care of it.

Using your Watcher's Journal. When you find a Monstrosity or an Aberration, you can add an Entry about it to your Journal. You can have a number of Entries in your Journal equal to your proficiency bonus. Adding an Entry to your Journal takes 1 hour + the creature's CR (rounded down) and you must have access to part of the creature, be it a drop of blood, a feather, a tooth, a tuft of fur, a scale or anything of that sort. Once you have spent the time and necessary components, you can Shift into the creature the Entry is about.

Replacing your Watcher's Journal. You can copy an Entry from your Journal into another book-for example, if you want to make a backup copy of your Journal. This process takes half the total time it'd take to add each Entry. If you lose your Journal, you can use the same procedure to rewrite only the last Entry you used. Filling out the remainder of your Journal requires you to write the Entries as if they were new.

Shifting[edit]

Additionally at 3rd Level, you can assume the form a monstrosity or aberration, as long as you have a dedicated Entry for it in your Journal. Additionally you can only Shift into a given creature as long as its CR is equal to or lower than half of your Level.

Partial Shifting. You gain access to one Action or Trait normally available to the creature you shifted into. This effect lasts for up to 1 hour and takes a Bonus Action to activate. You cannot have more than one Partial Shift affecting you at any given time.

Full Shifting. You fully turn into the chosen creature. For the next 10 minutes you use the creature's statblock with the exception of your Intelligence and Wisdom scores. Finally, If you start your turn with fewer than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw. If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.

Watchful Spellcasting[edit]

At 7th level, whenever you see a spell being cast within 20 feet of you, you can, at the cost of your reaction; study its casting process and shoddily replicate it. Any Spells learned this way are added to your spell list and count as Ranger spells for you. You lose the ability to cast spells learned this way after casting it a number of times equal to your proficiency bonus or whenever you take a short or long rest, whichever happens first. Whenever you cast a Spell learned through this feature, subtract 2 from any rolls you make and add 2 to any rolls your target(s) makes. This modifier becomes 1 at 11th level, and then 0 at 15th Level.

You may use this feature a number of times equal to your Wisdom Modifier however may only learn 3 spells at a time, when learning a new spell you may choose a previous one to replace. Casting a Spell you learned this way does not cost you any Spell Slots, however you can only cast Spells this way if you do have at least one Spell Slot of the same level and you must provide the material components for it.

Adaptive Shaping[edit]

At 11th level, your knowledge of shifting deepens. Your attacks granted by your Partial or Full Shifting count as magical for the purposes of overcoming resistances to non-magical damage. And all rolls you make against Monstrosities or Aberrations gain a bonus equal to your proficiency bonus. (You can choose not to apply this numerical bonus if you wish to)

Watchful Mastery[edit]

At 15th level, you can use your Shifting feature an unlimited number of times, and it lasts until you revert to your normal form, fall unconscious, or die. Additionally, your Full Shifting form comes with Full health instead of half.

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